R"(
// Set the default precision to medium. We don't need as high of a
precision mediump float;
//2D Texture
uniform sampler2D uTexture;
// This is the Coordinate from the vertex shader interpolated across the
varying vec2 aCoordinate;

// The entry point for our fragment shader.
void main()
{
	// Pass through the color  R, G, B, A
    gl_FragColor = texture2D(uTexture,aCoordinate);
}
)";